Life-Line by Thiago Nascimento
Keep the scientist alive by controlling the doors and cameras.
Made in Unreal Engine 4.23. Didn`t have much time to polish, but still think its funny.



Concept, Programming, animation and object modeling: Thiago Nascimento
Creature and scientist models: MatheusBorba
Logo, Music and sound effects: MacacoPaulo
| Youtube | https://gamejolt.com/games/LifeLine/488457 |
| Youtube | https://drive.google.com/open?id=1hxsx2jvMsth38W7jZvahmi3KjhDS6msc |
| Original URL | https://ldjam.com/events/ludum-dare/46/life-line |
Ratings
| Overall | 1204th | 3.5⭐ | 47🧑⚖️ |
| Fun | 1099th | 3.38⭐ | 48🧑⚖️ |
| Innovation | 1347th | 3.228⭐ | 48🧑⚖️ |
| Theme | 1632th | 3.467⭐ | 48🧑⚖️ |
| Graphics | 1383th | 3.5⭐ | 49🧑⚖️ |
| Audio | 908th | 3.337⭐ | 48🧑⚖️ |
| Humor | 1650th | 2.452⭐ | 44🧑⚖️ |
| Mood | 465th | 3.809⭐ | 49🧑⚖️ |
| Given | 278🗳️ | 74🗨️ |
Great entry!
Playing is spooky and trying to win was a pretty neat experience. I think the monster shouldn't attack the cameras however. More fun that way, when you can't see anything it becomes near impossible and less fun. I would have also liked the cameras on the minimap to rotate depending on the direction they are facing in the level. Just to know better which door I'm looking at.
1 - Mecânicas, Aprendizado e Fluxo:
Achei muito interessante ter controle das câmeras, de indicar a próxima sala a ir para a "cientista" e de poder selecionar uma porta por vez para abrir/fechar.
A variação de posição do ovo foi uma saída interessante, entretanto eu creio que poderia ser modificada, com mais tempo (em tempo de game jam ficou ótimo assim).
A escolha por a criatura atacar a cientista e também desabilitar as câmeras temporariamente ficou interessante.
Ao que entendi a criatura segue barulho, testei várias vezes até chegar a tal conclusão.
Pegar o ovo gerar um pulso de não-controle das câmeras também foi interessante (suponho que faça sentido dado ovo ser capaz de teletransportar).
Aprender a jogar foi um pouco difícil no começo, talvez uma forma de facilitar seja fazer algum brilho em cima de coisas que podem sofrer interação (tipo, o ícone da cientista não me pareceu ter utilidade, já o da câmera dela sim).
O fluxo de jogo combinou com o clima psicológico de horror. Em alguns momentos o próximo ovo estava perto, em outros demandaria estratégia/planejamento/tática.
2 - Gráficos, Áudio, Narrativa e Polimento:
Em tempo de Ludum Dare, o gráfico e o áudio ficaram ótimos. Creio que polimentos possam ser feitos no que diz respeito ao design da criatura (garganta menos vermelha, talvez, e maior realismo, para combinar com o realismo aparente do cenário).
O ovo destaca quase como elemento de HUD ou metainformação; creio que se ele pudesse ser menos "neon" seria mais adaptado ao cenário (mas isso implicaria em menor capacidade de distingui-lo do restante). Então seria algo a ser pensado (talvez uma seta vermelha em cima dele em termos de metainformação e ele mais realista fosse o suficiente).
A narrativa ficou boa, creio que seja possível melhorá-la, deixando-a pulável, e, ao mesmo tempo, colocando um pouco dela durante o jogo (em uma forma prolongada do mesmo projeto).
Nesse sentido, creio que o jogo poderia ser expandido para vários estágios ou (até mesmo) um versus (quem sabe um modo adicional de jogo, no estilo pique-pega) (o monstro saberia onde está o ovo e barulho também o guiaria além da visão).
3 - Cultura:
O jogo faz bom uso cultural de horror e ficção científica, ao meu ver.
Isso pode facilitar encontrar nicho na Internet (grupos de Facebook etc).
O jogo sendo melhor polido, creio que seria (na contramão) uma forma de enriquecer o acervo de horror com mais uma boa peça.
4 - Monetização:
Creio que o jogo possa vender se houver estágios gerados proceduralmente ou uma narrativa um pouco maior.
Vendendo por completo no Steam (ou stores equivalentes).
1 - Mechanics, Learning and Flow:
I found it very interesting to have control of the cameras, to indicate the next room to go to the "scientist" and to be able to select one door at a time to open/close.
The variation of the egg position was an interesting way out, however I think it could be modified, with more time (in game jam time it was great like that).
The choice for the creature to attack the scientist and also temporarily disable the cameras was interesting.
As I understand it, the creature is still noisy, I tested it several times until reaching such a conclusion.
Catching the egg generated a non-control pulse from the cameras was also interesting (I suppose it makes sense since the egg is capable of teleporting).
Learning to play was a little difficult at first, maybe a way to make it easier is to shine some light on things that can suffer interaction (like, the scientist's icon didn't seem to be useful, but her camera's did).
The game flow matched the psychological horror atmosphere. In some moments the next egg was close, in others it would require strategy / planning / tactics.
2 - Graphics, Audio, Narrative and Polishing:
In Ludum Dare's time, the graphics and audio were great. I believe that polishing can be done with regard to the creature's design (less red throat, perhaps, and greater realism, to match the apparent realism of the setting).
The egg stands out almost as an element of HUD or metadata; I believe that if he could be less "neon" he would be more adapted to the scenario (but that would imply less ability to distinguish him from the rest). So it would be something to think about (maybe a red arrow over it in terms of metadata and it would be more realistic enough).
The narrative was good, I think it is possible to improve it, making it skippable, and, at the same time, putting some of it during the game (in an extended form of the same project).
In that sense, I believe that the game could be expanded to several stages or (even) a versus (maybe an additional game mode, in the tag style) (the monster would know where the egg is and the noise would also guide it beyond the eyesight).
3 - Culture:
The game makes good cultural use of horror and science fiction, in my view.
This can make it easier to find a niche on the Internet (Facebook groups, etc.).
The game being better polished, I believe it would be (in the opposite direction) a way to enrich the horror collection with another good piece.
4 - Monetization:
I believe that the game can sell if there are procedurally generated stages or a slightly larger narrative.
Selling completely on Steam (or equivalent stores).
This is actually the firt Ludum Dare game that has made me freak out, it's a genius control-scheme. First I didn't quite understand how it worked, but then it clicked. And I belive that it helps the game feel more scary, because you are not in total control. You feel more helpless and stressed. The sound effects and music also help making this game terrifying.
Great job! :smile:
I think you should make a full game with these mechanics!
The controls were intuitive and just limited enough to make the experience even more scary. Honestly, the game is just incredibly well designed and is among the best I have played in this jam.
Awesome entry! MAKE A FULL GAME! I could also help with supplying voice actors if you need them cause god damn, this was interesting.